/** * Api Matrix 4 * @param row0 GameLib.API.Quaternion * @param row1 GameLib.API.Quaternion * @param row2 GameLib.API.Quaternion * @param row3 GameLib.API.Quaternion * @constructor */ GameLib.API.Matrix4 = function ApiMatrix4( row0, row1, row2, row3 ) { this.rows = []; if (GameLib.Utils.UndefinedOrNull(row0)) { row0 = new GameLib.API.Quaternion(1, 0, 0, 0); } this.rows[0] = row0; if (GameLib.Utils.UndefinedOrNull(row1)) { row1 = new GameLib.API.Quaternion(0, 1, 0, 0); } this.rows[1] = row1; if (GameLib.Utils.UndefinedOrNull(row2)) { row2 = new GameLib.API.Quaternion(0, 0, 1, 0); } this.rows[2] = row2; if (GameLib.Utils.UndefinedOrNull(row3)) { row3 = new GameLib.API.Quaternion(0, 0, 0, 1); } this.rows[3] = row3; }; GameLib.API.Matrix4.prototype.rotationMatrixX = function (radians) { this.identity(); this.rows[1] = new GameLib.API.Quaternion(0, Math.cos(radians), -1 * Math.sin(radians), 0); this.rows[2] = new GameLib.API.Quaternion(0, Math.sin(radians), Math.cos(radians), 0); return this; }; GameLib.API.Matrix4.prototype.rotationMatrixY = function (radians) { this.identity(); this.rows[0] = new GameLib.API.Quaternion( Math.cos(radians), 0, Math.sin(radians), 0 ); this.rows[2] = new GameLib.API.Quaternion( -1 * Math.sin(radians), 0, Math.cos(radians), 0 ); return this; }; GameLib.API.Matrix4.prototype.rotationMatrixZ = function (radians) { this.identity(); this.rows[0] = new GameLib.API.Quaternion(Math.cos(radians), -1 * Math.sin(radians), 0, 0); this.rows[1] = new GameLib.API.Quaternion(Math.sin(radians), Math.cos(radians), 0, 0); return this; }; GameLib.API.Matrix4.prototype.rotateX = function (radians, point) { this.identity(); this.rotationMatrixX(radians); return this.multiply(point); }; GameLib.API.Matrix4.prototype.rotateY = function (radians, point) { this.identity(); this.rotationMatrixY(radians); return this.multiply(point); }; GameLib.API.Matrix4.prototype.rotateZ = function (radians, point) { this.identity(); this.rotationMatrixZ(radians); return this.multiply(point); }; GameLib.API.Matrix4.prototype.multiply = function (mvp) { if (mvp instanceof GameLib.API.Quaternion) { return new GameLib.API.Quaternion( this.rows[0].x * mvp.x + this.rows[0].y * mvp.y + this.rows[0].z * mvp.z + this.rows[0].w * mvp.w, this.rows[1].x * mvp.x + this.rows[1].y * mvp.y + this.rows[1].z * mvp.z + this.rows[1].w * mvp.w, this.rows[2].x * mvp.x + this.rows[2].y * mvp.y + this.rows[2].z * mvp.z + this.rows[2].w * mvp.w, this.rows[3].x * mvp.x + this.rows[3].y * mvp.y + this.rows[3].z * mvp.z + this.rows[3].w * mvp.w ); } else if (mvp instanceof GameLib.API.Vector3) { return new GameLib.API.Vector3( this.rows[0].x * mvp.x + this.rows[0].y * mvp.y + this.rows[0].z * mvp.z, this.rows[1].x * mvp.x + this.rows[1].y * mvp.y + this.rows[1].z * mvp.z, this.rows[2].x * mvp.x + this.rows[2].y * mvp.y + this.rows[2].z * mvp.z ); } }; GameLib.API.Matrix4.prototype.identity = function () { this.rows = [ new GameLib.API.Quaternion(1, 0, 0, 0), new GameLib.API.Quaternion(0, 1, 0, 0), new GameLib.API.Quaternion(0, 0, 1, 0), new GameLib.API.Quaternion(0, 0, 0, 1) ]; };